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Author Topic: Simutrans! - bankruptcy, bankruptcy everywhere.  (Read 51857 times)

Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #135 on: October 30, 2014, 08:34:25 pm »

As I said most builds both on simutrans main and simutrans experimental are very stable. I think I've experienced one or two crashes on 4+ years I've known the game, and I always used nightly builds.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

martinuzz

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #136 on: October 30, 2014, 09:25:55 pm »

120 is the release candidate for the next version of simutrans standard. It should be better than 112.3, but it might be bugged.

Experimental is different. Get it here:
http://forum.simutrans.com/index.php?topic=13772.0

It might complain about missing .dll files, in which case install the latest visual C redistributable.

devs / mods on simutrans forums told me that a bug was found in release candidate 120 that could be rather game breaking, so they advised me to try the nightly build, which should be stable, plus you get to play with half heights.
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Robsoie

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #137 on: October 31, 2014, 05:06:21 am »

Is there a summary of what's new/what's changed between current stable (112.3) and latest nightly (120+) ?
I found the nightly website for the game + updated paks but can't find any information
http://nightly.simutrans-germany.com/

Additionally, i see in the updated pak is named openPak128 , is there a difference with the 112.3 pak128 other than apparently being open source ?
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #138 on: October 31, 2014, 09:40:08 pm »

openpak128 has had a lot of content swapped and added from before its non-opensource branch. Balance is more or less the same though. I'm playing on a nightly 120+ build from march.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

LoSboccacc

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #139 on: November 01, 2014, 04:09:27 am »

what's a good starting point for britannia 64? grain? with trains or trucks?
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Robsoie

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #140 on: November 01, 2014, 04:42:05 am »

After giving a quick try, the first difference i see in openpak128 in comparison to pak128 is the terrain looks different : the ground has some grass texture , the slopes aren't those oddly/ugly rounded anymore and there's some kind of texture blending between the bottom and top of a slope

Other than that, so far i'm not seeing obvious differences, from my first oil field to power station, it seems to generate the same kind of profits.
Didn't tried other pak128 profitable routes to see if they're the same in openpak128

edit :

So i gave a try to a long chain ending in books, the only one available on my map anyways, using trains that aren't costing too much in running but aren't too slow and served me well in previous games.

1 train transporting lumber from tree plantation to paper mill .

1 train, using the same station from the paper mill (to try to avoid more maintenance as stations kills your monthly budget in pak128) transport paper to the printing work

1 train from an oil field to a refinery in order to get chemical, 1 train to transport said chemical to printing work (same printing work station to avoid again too much maintenance)

and finally 1 train from printing work (getting from the same station too) to publishing company for transporting the final product, the books.

I see there's an oil powerstation, so i add a train to transport oil to that powerstation, to improve my profits as powerstation are always profitable from past pak128 games.

All of that cost a very lot, and i am at -350k , i don't care as i am still at high positive net wealth anyways .
I then sit and wait with accelerated time .

After several months of seeing my losses getting bigger and bigger, i check my convoy, and nicely but surprisingly considering i see each months money being lost, every convoy generate profitable income, not all the same of course, some weaker income than other, but still positive income, profit.

Then not understanding why i'm still continuously losing money at best -1500 at worst -2500 a months, i check the finance.
maintenance and operation cost are just killing the whole network, can't understand why as i did made the most straight and shorter railroads possible for all those connections.
Oh well, back to pak64 as i noticed there's one for the nightlies too
« Last Edit: November 01, 2014, 07:39:12 am by Robsoie »
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #141 on: November 02, 2014, 10:05:30 am »

You bottlenecked at the tree plantation. Should have linked to some 2-3 by truck. If you check their query they have abysmal productivity rates
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Girlinhat

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #142 on: November 02, 2014, 11:15:34 am »

You bottlenecked at the tree plantation. Should have linked to some 2-3 by truck. If you check their query they have abysmal productivity rates
I honestly don't see how pak128 works at all though.  I've tried pretty much everything, and I can never get more than like 3 stations and 3 trains with my starting cost, and it doesn't turn a profit.

The only minor success I had was with a jumkyard deep inside a megacity, and a waste station just outside.  I could run trucks, and the trucks paid for themselves while I only paid maintenance on 2 freight stations and like 10 tiles of cobblestone, because the city pays for the city roads.  It was still a very slim margin of profit, even with 100+ trucks running...

Robsoie

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #143 on: November 02, 2014, 11:25:40 am »

You bottlenecked at the tree plantation. Should have linked to some 2-3 by truck. If you check their query they have abysmal productivity rates

I thought trucks were something to avoid in pak128
Thanks, i'll give it another try then.
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Girlinhat

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #144 on: November 02, 2014, 11:30:17 am »

You bottlenecked at the tree plantation. Should have linked to some 2-3 by truck. If you check their query they have abysmal productivity rates

I thought trucks were something to avoid in pak128
Thanks, i'll give it another try then.
Trucks are good... IF you don't have to build roads.  If there's a tree plantation nearby the highway you can afford to put a stop and like <15 tiles of road, and either ship the wood to the sawmill or to one of your train stations - if your trains cross the road at some point, consider putting a roll-through train stop where trucks can unload and trains will gather logs as they pass by.

The main killer in 128 is upkeep.  NPC-built highways cost no upkeep.  Exploit them for maximum gains.

Robsoie

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #145 on: November 02, 2014, 11:55:27 am »

Ah yes, i remember now why i don't use trucks in pak128, the road maintenance (it's rare i have any factory near a road) is much much worse than railroads in comparison to how fewer money the trucks give in comparison to trains.
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #146 on: November 02, 2014, 04:12:47 pm »

Trucks in pak128 are a bad idea as your main income source, but if you hook them up into a more complex chain they might not turn a profit isolately but will raise the profits later on. Synergism. The idea would be employing them to bring wood as you need several small factories for one paper mill/sawmill (or a station as a gathering point), and then delivering the higher volume of goods via train further down the chain. I'm working on some stuff for pak128 (namely adapting the maglevs for half-heights) so my LP is on halt for now, but I might return soon(ish)
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

LoSboccacc

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #147 on: November 02, 2014, 04:24:21 pm »

how those factory where even built without a road?  :P
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Sheb

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #148 on: November 02, 2014, 04:31:54 pm »

Faactory aren't built you silly, they're grown!
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Girlinhat

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #149 on: November 02, 2014, 04:36:51 pm »

Faactory aren't built you silly, they're grown!
They're like maggots.  They spontaneously generate.
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